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Table of Contents
                            Shadowrun: The Clutch of Dragons
Contents
Credits
Introduction
JackPoint
Enter the Dragon
War at 10,000 Meters
	A Dragon's Focus Divided: Lofwyr
	Heir Apparent to the Dunkelzahn Legacy: Hestaby
	Ghost(walker) Stories
	A Dragon's Wraith: Sirrug
Echoing the Roar
	The Man Who Laughs
	Rising Mercury
	The Dragonslayer
	War of the Queens
	Spinning the Webs
	Corporate Coma
Trickle-Down Effects
	Avenging Angels
	Follow the Money
	Running Dead
	Day-to-Day Drama
The Things We Do for Love, Part 1
Aden
	The Collector
Celedyr
	What We Learned from the Headquarters
	What We Learned from the Underground Awakened
Henequen in Cheyenne
Damon
	A (Really) Brief History
	Current Activities
	Club Scene
	Triple D - Dragon Drug Dealer
	Corporate Connections
	Criminal Acquaintances
	Odds and Ends
Fucanglong
	Area Farmer Uncovers Ancient Imperial Relic
Kalanyr
	Kalanyr, Returning Redmond to Splendor?
	Description
	History
	Current Activities (2070-Present)
	Dragon Conflict Stance
Naheka
	Naheka: Ouroboros Rising
	The Serpent's Footmen
Perianwyr
	Perianwyr in Denver: Soothing the Savage Beast
	Hoarding Music
The Sea Dragon
	The Sea Dragon
	The Treatise of Truth on the Sea Dragon
	Aquacology Interruptus
Urubia
	Urubia: What is the Dragon Up To?
The War Room
Tools of the Opposition
Game Information
	Dragon Statistics
	Dragon Schemes
		War at 10,000 Meters
		Echoing the Roar
		The Trickle-Down Effect
	Nest, Caves and Hoards
		Albuquerque
		Henequen
		Kalanyr
		Perianwyr
		The Sea Dragon
		Urubia
		Tools of the Opposition
The Things We Do for Love, Part 2
                        
Document Text Contents
Page 1

26211

© 2012 The Topps Company, Inc. All rights reserved. The Clutch of Dragons, Shadowrun, and Matrix are registered
trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries.

Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed
in the USA.

Under License From

®

www.catalystgamelabs.com
A DEEP SHADOWS SOURCEBOOK

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Never, ever deal with a dragon. Shadowrunners have heard
that dictum so often, they frequently say those words in their
sleep. But what the aphorism forgets to tell you is this—what if
you don’t have a choice?

The tension between dragons has been growing, and the
big lizards are throwing every weapon they have at each
other, including shadowrunners—especially shadowrunners.
Extractions, industrial sabotage, theft, wetwork—there’s plenty
of jobs in all those areas, and dragons are finding ways to get
reluctant runners to work for them. Maybe they’ll hide their
involvement in the run, or maybe they’ll bribe the runners with
large piles of nuyen or blackmail them with their past activities.
Or maybe they’ll just tell the runners they have a simple choice
of working for them or being eaten.

Whatever tactics they choose, the dragons are going to be
active and aggressive, and if runners want to survive, they
better be on their toes. They need to know who the draconic
players are, what they’re up to, and what might happen to
them if they fall into a dragon’s grip. They need to be ready for
anything, because when dragons go at each other, the world
shakes, the earth beneath them burns—and far too often,
shadowrunners die.

The Clutch of Dragons provides the information
gamemasters and players need to involve draconic plots in their
games, from profiles of individuals dragons, their plots, and
their lairs to information about the latest efforts to build anti-
dragon weapons. This is a critical reference for any players who
want to test their skills against the machinations of dragons—or
who want to see just how much trouble they can survive.

The Clutch of Dragons is for use with Shadowrun, Twentieth
Anniversary Edition.

Never, ever deal with a dragon. Shadowrunners have heard
that dictum so often, they frequently say those words in their
sleep. But what the aphorism forgets to tell you is this—what if
you don’t have a choice?

The tension between dragons has been growing, and the
big lizards are throwing every weapon they have at each
other, including shadowrunners—especially shadowrunners.
Extractions, industrial sabotage, theft, wetwork—there’s plenty
of jobs in all those areas, and dragons are finding ways to get
reluctant runners to work for them. Maybe they’ll hide their
involvement in the run, or maybe they’ll bribe the runners with
large piles of nuyen or blackmail them with their past activities.
Or maybe they’ll just tell the runners they have a simple choice
of working for them or being eaten.

Whatever tactics they choose, the dragons are going to be
active and aggressive, and if runners want to survive, they
better be on their toes. They need to know who the draconic
players are, what they’re up to, and what might happen to
them if they fall into a dragon’s grip. They need to be ready for
anything, because when dragons go at each other, the world
shakes, the earth beneath them burns—and far too often,
shadowrunners die.

The Clutch of Dragons provides the information
gamemasters and players need to involve draconic plots in their
games, from profiles of individuals dragons, their plots, and
their lairs to information about the latest efforts to build anti-
dragon weapons. This is a critical reference for any players who
want to test their skills against the machinations of dragons—or
who want to see just how much trouble they can survive.

The Clutch of Dragons is for use with Shadowrun, Twentieth
Anniversary Edition.

Page 2

26211

© 2012 The Topps Company, Inc. All rights reserved. The Clutch of Dragons, Shadowrun, and Matrix are registered
trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries.

Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed
in the USA.

Under License From

®

www.catalystgamelabs.com
A DEEP SHADOWS SOURCEBOOK

S
H

A
D

O
W

R
U

N
• T

H
E

C
L

U
T

C
H

O
F

D
R

A
G

O
N

S
S

H
A

D
O

W
R

U
N

• T
H

E
C

L
U

T
C

H
O

F
D

R
A

G
O

N
S

Never, ever deal with a dragon. Shadowrunners have heard
that dictum so often, they frequently say those words in their
sleep. But what the aphorism forgets to tell you is this—what if
you don’t have a choice?

The tension between dragons has been growing, and the
big lizards are throwing every weapon they have at each
other, including shadowrunners—especially shadowrunners.
Extractions, industrial sabotage, theft, wetwork—there’s plenty
of jobs in all those areas, and dragons are finding ways to get
reluctant runners to work for them. Maybe they’ll hide their
involvement in the run, or maybe they’ll bribe the runners with
large piles of nuyen or blackmail them with their past activities.
Or maybe they’ll just tell the runners they have a simple choice
of working for them or being eaten.

Whatever tactics they choose, the dragons are going to be
active and aggressive, and if runners want to survive, they
better be on their toes. They need to know who the draconic
players are, what they’re up to, and what might happen to
them if they fall into a dragon’s grip. They need to be ready for
anything, because when dragons go at each other, the world
shakes, the earth beneath them burns—and far too often,
shadowrunners die.

The Clutch of Dragons provides the information
gamemasters and players need to involve draconic plots in their
games, from profiles of individuals dragons, their plots, and
their lairs to information about the latest efforts to build anti-
dragon weapons. This is a critical reference for any players who
want to test their skills against the machinations of dragons—or
who want to see just how much trouble they can survive.

The Clutch of Dragons is for use with Shadowrun, Twentieth
Anniversary Edition.

Never, ever deal with a dragon. Shadowrunners have heard Never, ever deal with a dragon. Shadowrunners have heard
that dictum so often, they frequently say those words in their
sleep. But what the aphorism forgets to tell you is this—what if
you don’t have a choice?

The tension between dragons has been growing, and the
big lizards are throwing every weapon they have at each
other, including shadowrunners—especially shadowrunners.
Extractions, industrial sabotage, theft, wetwork—there’s plenty
of jobs in all those areas, and dragons are finding ways to get
reluctant runners to work for them. Maybe they’ll hide their
involvement in the run, or maybe they’ll bribe the runners with
large piles of nuyen or blackmail them with their past activities.
Or maybe they’ll just tell the runners they have a simple choice
of working for them or being eaten.

Whatever tactics they choose, the dragons are going to be
active and aggressive, and if runners want to survive, they
better be on their toes. They need to know who the draconic
players are, what they’re up to, and what might happen to
them if they fall into a dragon’s grip. They need to be ready for
anything, because when dragons go at each other, the world
shakes, the earth beneath them burns—and far too often,
shadowrunners die.

The Clutch of Dragons provides the information
gamemasters and players need to involve draconic plots in their
games, from profiles of individuals dragons, their plots, and
their lairs to information about the latest efforts to build anti-
dragon weapons. This is a critical reference for any players who
want to test their skills against the machinations of dragons—or
who want to see just how much trouble they can survive.

The Clutch of Dragons is for use with Shadowrun, Twentieth
Anniversary Edition.Anniversary Edition.

Never, ever deal with a dragon. Shadowrunners have heard
that dictum so often, they frequently say those words in their
sleep. But what the aphorism forgets to tell you is this—what if
you don’t have a choice?

The tension between dragons has been growing, and the
big lizards are throwing every weapon they have at each
other, including shadowrunners—especially shadowrunners.
Extractions, industrial sabotage, theft, wetwork—there’s plenty
of jobs in all those areas, and dragons are finding ways to get
reluctant runners to work for them. Maybe they’ll hide their
involvement in the run, or maybe they’ll bribe the runners with
large piles of nuyen or blackmail them with their past activities.
Or maybe they’ll just tell the runners they have a simple choice
of working for them or being eaten.

Whatever tactics they choose, the dragons are going to be
active and aggressive, and if runners want to survive, they
better be on their toes. They need to know who the draconic
players are, what they’re up to, and what might happen to
them if they fall into a dragon’s grip. They need to be ready for
anything, because when dragons go at each other, the world
shakes, the earth beneath them burns—and far too often,
shadowrunners die.

The Clutch of Dragons provides the information
gamemasters and players need to involve draconic plots in their
games, from profiles of individuals dragons, their plots, and
their lairs to information about the latest efforts to build anti-
dragon weapons. This is a critical reference for any players who
want to test their skills against the machinations of dragons—or
who want to see just how much trouble they can survive.

The Clutch of Dragons is for use with Shadowrun, Twentieth
Anniversary Edition.

Page 77

75
The Clutch of Dragons

CELEDYR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

by my commlink in a separate encrypted � le. Once we arrived,
we walked in, and it was clear that these people had the bene� t
of nearly two decades to make these caverns their home. It was
also clear that they didn’t have the bene� t of industrial equipment
to settle those caves. � ey’d done a whole lot of good work with
pillows and blankets, and of course even ancient people knew how
to shape rock, so they’d enlarged some caves and polished some
walls, but there was still a rough feeling about the place. I think
they like it that way. If they wanted � nished and modern, they’d
live in the city.

Doug and I chatted as we walked in, small talk about blan-
kets and the smells of chili peppers that � lled the caves. My � rst
chance to talk about what I wanted to talk about came when a
small, barefoot child ran into the chamber we were standing in,
nearly bumped into me, looked at me with wide eyes, than ran
right back out the way she had come.

“I guess I wasn’t what she was looking for,” I said.
“You’re a stranger,” Doug said. “We don’t get too many of

them around here, so it’s a little startling for her.”

Report from Churchill, 3/13/74
I was looking forward to walking around the caverns in the

Sandia Mountains until I got o� the mule. I told our contact,
whose real name will not appear here and will be called Doug
throughout this report, that I’d be happy to provide just about
any means of transportation the world had to o� er to get us to
the mountains, but he refused. Mules, he said. We were going to
take mules. So I rode on a beast for a good ten kilometers, and
I’m pretty sure I could have walked it faster, and I know for sure I
wouldn’t have bounced up and down along the mountain switch-
backs as much as that mule did, but once I was on the back of
the thing the die was cast, so I took my ride and then spend a fair
amount of time walking in the way that people walk when they
don’t want any part of their inner thighs touching each other.

But I’ve gone through an entire paragraph here and not said
anything about the object of my report, so perhaps this would
be a good time for me to focus. I promised Doug I wouldn’t say
anything about the speci� c location of the cave, so I won’t, and I’m
certainly not going to transmit the exact coordinates as recorded

U
rg

en
t

M
es

sa
g

e
...

...
. ELIOHANN/NEUROSIS/CERBERUS

In case you haven’t been keeping up with the whole
Eliohann/Neurosis/Cerberus situation, a little briefing
is needed to help the rest of this make as much sense as
possible. We’ll start with the known facts about these three
individuals. First, there was a dragon named Eliohann, the
only known dragon with a datajack. He worked with an R&D
company called Emerging Futures, and he was deep in the
Matrix when Crash 2.0 hit. The Jormungand virus devastating
him, and his heart stopped. For all points and purposes he
died, but instead of being buried he was put on life support.

> By order of Celedyr, incidentally, since Transys Neuronet had
acquired Emerging Futures.

> Plan 9

Cerberus is a fi xer, one who does all of his business over
the Matrix. He appears as either a faceless man dressed
in grey or the three-headed dog of legend. He has been
attached to a project named Project Imago at Transys
Neuronet; rumor is that this project has something to do
with uploading information from organic brains to digital
machines. The scope of these efforts and ultimate end
result is not known.

Neurosis is the most unclear of the three. We have
record of a hacker who went by that name—well, actually,
we have records of at least a half-dozen hackers who went
by that name. The most notable for our purposes, though,
is one who turned over a fi le about Eliohann and Cerberus
over to our very Plan 9, and who then forced his way into
JackPoint and commented on Plan 9’s subsequent distilla-
tion of that information.

One more fact: We know that when Eliohann was with
Transys Neuronet, he was working on something called

Project Cerberus. The goals of this project, as with Project
Imago, are unclear. It’s commonly believed that Eliohann
was using the project to experiment on himself, but the
nature of his experiments is not known. The most common
theory, though, is that he exploring ways to build or transfer
consciousness into the Matrix.

> Don’t get me started on this. What makes people think that a
digital copy of them would actually be them? Do they think that
if they were cloned, the clone would be them? A copy is not the
same as the original—even if it’s perfect.

> Goat Foot

> You’re getting us into questions of what defi nes one’s “self,”
which is probably beyond the scope of this article. But I’ll just say
that to some, having a version of themselves with their memory
and personality means that the crucial things about themselves
continue to live on, which is close enough to functional immor-
tality for them.

> Glitch

Once the facts are out there, we’re left with a ton
of questions, many of which are intriguing. Did Project
Cerberus succeed, and is Cerberus Eliohann’s online
consciousness? Did Neurosis turn over the information to
Plan 9 to harm Cerberus or help him? Could Neurosis and
Cerberus be the same being? If so, is it deliberately working
through two different personas, or does it have a fractured
identity where the two personas are not aware they are part
of a whole? How does what Eliohann is or was fi gure into
their duality? I have no good answers to these questions,
but I know that diving into them can take you down a long,
dark rabbit hole.

Page 78

76
The Clutch of Dragons

CE
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. .
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. .
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. .
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. .
.

. .
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. .
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. .
.

. .
.

. .
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. .
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.

careful—there is, of course, no Matrix access in the area and no
nodes that I could � nd, so I’d be operating of the strength of my
commlink’s signal and nothing else. I didn’t want to lose any of
them, and I especially didn’t want to leave them behind where
they’d be found. I deployed them when I could, and I was espe-
cially happy when I got one to sneak behind that wall blanket that
I mentioned before. I couldn’t monitor all the drones I sent out,
since looking too scattered or distracted would be a giveaway, but
for that one, I made sure I kept an ARO up so I could see what it
was seeing. More on that later.

As we traveled, Doug pointed out a cavern that was o� limits
due to structural instability, by which he meant that the damn
thing could collapse on any occupant’s head whenever it felt like
it. I � gured there was a hook in there somewhere, so I went a� er
it. We chatted for a while about the dangers of traveling in caves,
I showed o� my knowledge of the word “spelunking” (which I
picked up from one of those old Hardy Boys trids), and eventually
we got to what I wanted to talk about—the variety of dangers that
wanderers in the caverns might encounter. Especially the danger
of getting lost.

“The honest truth is, if we got separated, I’d be best off
throwing myself on a sharp stalagmite and ending it right there,
because I wouldn’t have a chance of � nding my way out,” I said.

“You don’t have to worry,” Doug said. “Even if I somehow lost
track of you, one of us would � nd you.”

“Or maybe the gan would. � ey know these caverns and are
helpful, right? So maybe they’d give me a hand out.”

“Maybe. But they’d probably do it through us. � ey’d come
to one of us and tell us where to � nd you instead of leading you
out themselves.”

“But what if I was wandering around, lost, and I went some-
place they didn’t want me to be. Wouldn’t they just appear and get
me somewhere more appropriate?”

Doug smiled, the way someone smiles at a dim-witted dog
that’s having trouble catching a bouncing ball. “� ey don’t need
to appear to you to steer you where they want to go. If they don’t
want you someplace, they’ll simply make sure you don’t go there.”

“So they’re kind of in charge here.”
“We don’t really need to subscribe to the rest of the world’s

notions of hierarchies here. No one group needs to be designated
as being in charge—we coexist and respect each other’s territory.”

“Makes sense. So if they don’t want you in a certain area, they
mind control you out of it. What do you do if they are in an area
you don’t want them to be in?”

“Why would we not want to the gan to be somewhere?” Doug
asked.

� is just con� rmed what I’ve always known, and that’s that
the only people who ignore hierarchies are those who would
rather not acknowledge that they’re on the bottom of them. � e
gan could take over the UA’s minds whenever they wanted, and
the UA let the gan go wherever they want. � e power dynamic
is clear.

If the gan are above the UA in this particular power structure,
then the UA only exists in these caverns because the gan allow it.
So what do the gan get out of the relationship? I thought that at
this point, I knew Doug well enough to ask.

“� ey were sent to help us. Why would they then not want
to be among us?”

“But people know I’m coming, right? I don’t, you now, want
to catch the gan by surprise or anything. How well do they react
to surprise?”

Doug laughed. “� e gan are never surprised. And you would
not see them until they are ready to be seen.”

“Do you think I’ll see any of them?”
“No.” Doug didn’t hesitate for a second before o� ering that

answer.
We went on for a time and saw some of the caverns the UA

uses for mushroom farming, though Doug was frank in saying
the farms only provide a small part of their food. � ey have some
above-ground gardens they maintain, and they do some hunting
as well. I couldn’t help but ask about the vast supply of food
sitting just kilometers away from them. If they have a shortage or
a disaster, couldn’t they run into town and buy what they needed.

“I suppose, “he said. “We’re traditionalists, but not radicals—
if we had to choose between survival and maintaining the purity
of our way of life, we’d choose survival. But it hasn’t been an issue
yet. Whenever we worry about running short, the gan are always
available with tips or ideas to help us come across more food.”

“Why would they do that? What do they get out of the deal?”
Doug then gave me a look making in clear that he was

thinking that I was clearly part of what was wrong with the world.
All he said, though, was “� ey don’t have to get anything out of it.
It’s just the way they are.”

> People often ask the same question about spirits doing things
such as cooperating with intelligence agencies, and if it’s a
question we’re going to ask, we should not forget what should be
obvious—spirits are both like us and not like us. The not-like-us
part is what people often focus on. Spirits have no real need for
material goods, so how do you buy their loyalty? This, though,
is where the like-us part comes in. Like us, spirits often want
companionship. They want to feel valued and liked. Or even loved.
They want people to do the things they want them to do, meaning
they want power. Just because they don’t want money doesn’t
mean their not susceptible to some of the same levers we use on
material beings.

> Elijah

> Or you could just hand over a small portion of you soul to them.
That can work a lot like currency.

> Haze

We kept walking around for a while, and we made enough
turns, ascents, and descents to ensure that I’d be a useless guide
if I ever came back to the place. It wasn’t one continuous series
of caverns, though. We came outside at least three di� erent times,
though it was only to make short walks to another entrance. We
also didn’t thoroughly explore the caverns we were in; a number
of times there were passageways that Doug hurried me past before
we could explore , and there was once when I saw a blanket that
looked like a simple decoration wobble, as if it was blown from
a breeze behind it. I had � gured from the outset that there were
things they would not be showing me, and I was their guest,
so I didn’t confront Doug about that. But I had a job to do, so
I kept targeting him with questions that wouldn’t scare him
o� . I also had a few microdrones in my pocket, but I had to be

Page 153

Unfold
the World

The Sixth World is full of dark alleys, twisted corridors, and hidden locations
for nefarious activities. Shadowrunners and 16th century explorers both know the
same truth—the difference between death and survival when entering a hazardous
area may be a good map.

Sprawl Sites: North America presents eight full-color maps that can be used in a
variety of sprawls, making it simple for gamemasters to call up a number of different
locations when they need it. From a luxury hotel to a collection of blocks in an urban
barrens, from a shopping mall to a trideo studio, the collection includes maps that
can be used in many different situations. The maps are double-sided, with a key on
one side, making them useful as both a guide for players and a
reference for gamemasters. The package also includes a booklet
providing details on security and other personnel found in the
location, along with plot hooks to help involve these spots in
your game.

Sprawl Sites: North America is for use with Shadowrun,
Twentieth Anniversary Edition.

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